• Title/Summary/Keyword: Tool overload

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Case Study on Critical Success Factors and Unexpected Consequences of Structured OJT (S-OJT 성공요인과 예기치 않은 성과에 관한 사례연구)

  • Moon, Jae-Seung;Hwang, Hee-Joong
    • Journal of Distribution Science
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    • v.14 no.2
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    • pp.65-72
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    • 2016
  • Purpose - Recently on-the-job training (OJT) has become the most preferred training and development method with the emergence of the concept that workplace is the best place where learning take place. But many researchers argue that OJT is not helpful for the performance of organization because OJT is not systematic and mostly depend on quality of trainer. Since Jacobs & McGriffin introduced S-OJT (structured OJT), there has been plenty of researches. But most of the researches have focused mainly on employee's attitude and organizational performance caused by S-OJT and neglected a holistic approach of S-OJT as a system. S-OJT need to be analyzed comprehensively to understand training performance because S-OJT is operated as a system consist of input, process, and organizational context. Although S-OJT may create unintended consequences, there were few researches to explore them. Thus, the purpose of this study is to identify the critical success factors for S-OJT and to find unintended consequences of it. Research design, data and methodology - We conducted a case study on M business unit of A company which developed and has been implementing S-OJT program for years. We designed and prepared the process, collected and analyzed data for the study. We set the theoretical framework to analyze the case after reviewing theories and previous studies on S-OJT. We collected and analyzed internal reports and interview results of the employees of the M business unit. We tried to collect as many information as possible to secure the validity of the research results. Results - The critical success factors identified in the study are as follow. First, it is important to select and train proper trainers for S-OJT. Second, it is needed to develop structured training module. Third, organization have to use effective communication system like on-line community. Forth, trainer should have proper skills for training such as facilitating skill, coaching skill, and delivering skill etc. Fifth, proper learning place is needed. Sixth, organizational support is important especially, immediate supervisor support and concern is critical. Eleventh, it is needed to consider situational contexts. Among them, overload to the trainer will affect the effectiveness of S-OJT. In this study, we found an additional unintended consequence. "To teach is the best way to learn." Experience as a trainer give employee an opportunity to organize one's knowledge and skill and to attain facilitation skill, coaching skill, and relation skill. Thus, organization may use S-OJT to train the potential talent. Conclusions - Many organizations introduced S-OJT to train the newcomers because S-OJT drew attention as an important tool to develop employees. Following this trend, there has been increasing number of researches to find the results of S-OJT and identify the determinants of S-OJT success. However, most of the researches concentrated on finding effects of some factors neglecting holistic approach. This study tried to identify critical success factors affecting effectiveness of S-OJT by using case study and find additional unintended consequence. The results of the study will be useful for organizations which have a plan to adopt S-OJT.

Study on the procedure to obtain an attainable speed in pack ice

  • Kim, Hyun Soo;Jeong, Seong-Yeob;Woo, Sun-Hong;Han, Donghwa
    • International Journal of Naval Architecture and Ocean Engineering
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    • v.10 no.4
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    • pp.491-498
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    • 2018
  • The cost evaluation for voyage route planning in an ice-covered sea is one of the major topics among ship owners. Information of the ice properties, such as ice type, concentration of ice, ice thickness, strength of ice, and speed-power relation under ice conditions are important for determining the optimal route in ice and low operational cost perspective. To determine achievable speed at any designated pack ice condition, a model test of resistance, self-propulsion, and overload test in ice and ice-free water were carried out in a KRISO ice tank and towing tank. The available net thrust for ice and an estimation of the ice resistance under any pack ice condition were also performed by I-RES. The in-house code called 'I-RES', which is an ice resistance estimation tool that applies an empirical formula, was modified for the pack ice module in this study. Careful observations of underwater videos of the ice model test made it possible to understand the physical phenomena of underneath of the hull bottom surface and determine the coverage of buoyancy. The clearing resistance of ice can be calculated by subtracting the buoyance and open water resistance form the pre-sawn ice resistance. The model test results in pack ice were compared with the calculation results to obtain a correlation factor among the pack ice resistance, ice concentration, and ship speed. The resulting correlation factors were applied to the calculation results to determine the pack ice resistance under any pack ice condition. The pack ice resistance under the arbitrary pack ice condition could be estimated because software I-RES could control all the ice properties. The available net thrust in ice, which is the over thrust that overcomes the pack ice resistance, will change the speed of a ship according to the bollard pull test results and thruster characteristics (engine & propulsion combination). The attainable speed at a certain ice concentration of pack ice was determined using the interpolation method. This paper reports a procedure to determine the attainable speed in pack ice and the sample calculation using the Araon vessel was performed to confirm the entire process. A more detailed description of the determination of the attainable speed is described. The attainable speed in 1.0 m, 90% pack ice and 540 kPa strength was 13.3 knots.

A study on a flow of the technological convergence in webtoon - Focused on the interactiontoon of webtoon (기술 융합형 웹툰의 몰입도 연구 -인터랙션 툰 <마주쳤다>를 중심으로)

  • Baek, Eun-Ji;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.50
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    • pp.101-130
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    • 2018
  • Since the advent of the Smart Devices, the smartphone has become a popular tool to view Webtoon. This phenomenon has caused the convergence of cutting-edge technologies and Webtoons in diverse forms, creating unique versions of Webtoons including, but not limited to Smart-toon, Effect-toon, Cut-toon, Dubbing-toon, Moving-toon, AR-toon, VR-toon, and Interaction-toon. By comparison to these rich diversities of Webtoons in the online industry, there is a lack of academic research on this topic. There are some papers which talk about the different types of multimedia technology conversion and its case presentation or the effectiveness and problems of visual effect, but the effects of these convergence technologies on comic readers' concentration and reading effectiveness have never been investigated so far. Therefore, this paper will discuss the unique method of immersive storytelling that is often used in comics and analyze each aspects of immersive method in technology-converged Webtoons along with its problems. Furthermore, this paper will analyze different aspects of "immersion" and interaction elements that can be found in the popular Interaction-toon, (Encountered). Through this, this paper discusses the positive influence of the interaction elements on comic readers' immersion level and its limitation. To classify the technology-converged Webtoons in terms of the immersion level, the Effect-toon sometimes interferes viewer's flow by using excessive use of multimedia effect, creating information overload. The Smart-toon which applied motions to each frame under horizontal mode of smartphones was a good try, but it hindered the readers' activeness and made it hard for the readers to be fully absorbed in the story. The VR-toon, which utilizes virtual reality gadgets to allow viewers to explore the world of Webtoon was also a nice try to overcome the limitation of vertical screens. However, it often caused dispersion of user's attention and reduced the users' immersion level. The Moving-toon which only emphasized the reading convenience also invaded readers' activeness and disturb users' concentration. On the other hand, the cartoonist Il-Kwon Ha applied high technologies such as face recognition technology, augmented reality techniques, 360-degree panorama technology, and haptic technology to his cartoon (Encountered). This allowed the readers to form a sense of closeness towards the cartoon characters which let the readers to identify themselves with the characters and interact with them. By this way, the readers can be fully immersed in the story. However, technology abuse, impractical production and hackneyed storylining often showed later in the story remains as its limitations.